Browse Items (9 total)

Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles, 76(7-8), 421-435.

Huk, T. (2019). The Social Context of the Benefits Achieved in eSport. The New Educational Review, 55, 160-169.

Schaeperkoetter, C. C., Mays, J., Hyland, S. T., & Wilkerson, Z. (2017). The “New” Student Athlete: An Exploratory Examination of Scholarship Esports Players. Journal of Intercollegiate Sport, 10, 1–21.

Felczak, M. (2022). Systemic issues with narratives of identity: Toxicity and esports media professionals. Convergence, 13548565221138761.

Seo, Y. (2016). Professionalized Consumption and Identity Transformations in the Field of eSports. Journal of Business Research, 69(1), 264-272.

Dor, S. (2015). Identité(s) du joueur et du personnage. Au-delà de l’analyse mimétique des jeux vidéo. In C. Perraton & M. Bonenfant (eds.), Identité et multiplicité en ligne (p. 67-86). Presses de l’Université du Québec.

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Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society, 1-16.

Kordyaka, B., & Hribersek, S. (2019). Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.

Siutila, M. & Havaste, E. (2018). “A Pure Meritocracy Blind to Identity”: Exploring the Online Responses to All-Female Teams in Reddit, in Proceedings of the 2018 DIGRA International Conference.
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